CharactersStar and Stripe

Hero

Star and Stripe

A star hero joins the fight from the homeland of heroes! Crush evil with New Order!

Battle Style
1
Costumes
22
Emotes
9
Voice lines
11
Emblems
31

Star and Stripe

Battle Style

Star and Stripe Original

Battle Style

Original

Create a vacuum to pull in opponents within range and wipe them out in one sweep!
Command air and lasers at will and experience America's strongest!

  • HP350
  • Released Season 16
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Shoto Todoroki (Phosphor) until

T.U.N.I.N.G.

Melee Attack Power+ Increases damage dealt for Melee Attacks

Level1234
Value1.011.0151.021.025

HP Defense+ Decreases damage taken towards HP

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Area Reduction Reduces damage taken outside the Safe Area for a set time after the battle starts. Level up to increase effect time.

Level1234567891011
Value80110140170200300360420480540600
Fixed values
  • Damage outside the Safe Area −50%
Skill level

Quirk Skill α

Diffusion Laser

Grab a laser from above and hurl it in the aim direction.
It pierces opponents, and when it hits, the laser diffuses.
Hold to retain the laser for a set time.

Diffusion Laser
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Object damage ×5
121314151617181920
Explosion
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 80
555657596061626365
Ammo6668888810
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)666666666
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Damage Area+

Quirk Skill β

Zero Air

Turn the air at the target point into a vacuum, pulling enemies toward the center.
Hold to adjust the position of the vacuum.

Zero Air
While holding
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
0
Hit
  • Projectile
  • Reaction: No reaction
  • Guard: Damage reaction
  • Up to 255 hits, every 0.2s
000000000
Ammo111111111
Ammo used per use111111111
Reload time (s)87.77.47.476.76.466
Reload delay (s)111111111
Penalty reload time (s)87.77.47.476.76.466
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Reload Speed+
  2. Lv.3 Reload Speed+
  3. Lv.4 Damage Area+
  4. Lv.5 Reload Speed+
  5. Lv.6 Reload Speed+
  6. Lv.7 Reload Speed+
  7. Lv.8 Reload Speed+
  8. Lv.9 Damage Area+

Quirk Skill γ

Keraunos

Dash in the aim direction and launch enemies upward with a punch.
On hit, slam down a massive laser together with compressed air.

Keraunos
Punch
  • Melee
  • Reaction: Strong
  • Guard: Damage reaction
  • Pierces super armor
  • Cannot KO
  • Object damage ×0
0
Laser
  • Melee
  • Reaction: Strong bound
  • Guard: Damage reaction
  • Up to 21 hits, every 0.09s
  • Down power 1
222222222
Laser · Startup
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Object damage ×0
0
Laser · Last
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Up to 99 hits, every 20s
  • Down power 500
80859095100105110115120
Ammo222333333
Ammo used per use111111111
Reload time (s)555555554
Reload delay (s)111111111
Penalty reload time (s)10101010101010108
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+

Special Action

Invert Area
Deploy an area centered on yourself, re-input to cancel.
You and allies within the area take no area damage and gradually recover HP.
In Aim Mode, target an ally to deploy it centered on that ally.
The duration shortens as phases progress.

Special Action
Value
Ammo200
Ammo used per second10
Reload time (s)0.3
Ammo per reload2
Reload delay (s)1
Penalty reload time (s)24
Penalty delay (s)1

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 200
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
40
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 250
65
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Near-death killer
  • Down power 100
1

Stats & movement

Same for every Battle Style, except HP.

Body

HP
350
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
L

Run

Top speed
650
Start speed
450
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1050
Start speed
850
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
400
Rise time (s)
0.35
Height (moving)
300
Rise time, moving (s)
0.3
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
300
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

12 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Melee Detection 0.6 no limit
Unique1 2 7300
Unique1 Child 0.2 no limit
Unique2 3 100
Unique2 Long Child 3 100
Unique2 Long 5 6300
Unique3 0.2 1
Unique3 Ray 12 no limit
Unique3 Ray Rigor 0.2 100
Unique3 Colossus 12 no limit
Unique3 Detection 0.5 no limit
Special 45 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

22 released

Emotes

9 released

Voice lines

11 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Star and Stripe GUI assets

Face icons 6

Battle Style 4

Quirk Skill 4

Special Tuning Skill 1

Costumes 72

Emotes 27

Emblems 6

Click an image to open the file at full size.